ZBrushCentral

"Texture On" and Material didn't fixed anymore?

I’m using Zbrush 3.5 R3, my zbrush tool have many subtools.

I assign each subtool a specified material but with “Texture On” in Texture Map of Tool menu, the material of the subtool changes each time I click to choose a new Material in Material Palette.

How can I make the material fixed on the subtool with “Texture On” checked?
Thanks very much!

select a subtool.
turn M on
color>fill object

that will appy the material to the subtool.

rinse, repeat.

yes, I did this before, but with “Texture On” in Texture Map of Tool menu,
the material changes each time I click a new one.

You have to do Color>Fill Object for EACH SubTool that you want to have a fixed material. And as previously mentioned, Draw>M must be active when you do the fill.

I told you I assigned each subtool a specified material.
I knew how to assign each subtool a specified material.
Thanks any way :smiley:

You know what? I just duplicated this. Definitely not working as intended. I’ll report it to the team.

Try this:

  1. Select a polypainted subtool with material embedded.
  2. In Draw>UV Map select a new tool-texture map size (example - 2048).
  3. In Draw>Texture press New Txtr which will create a new, blank texture of the current color, covering the polypainting on your subtool.
  4. (for the next step it doesn’t matter if Draw>Mrgb is selected or not).
  5. Immediately, in Draw>Texture press New From Polypaint Button.
  6. Imeediately, in Draw>Texture press Clone Txtr to create a copy of the tool-texture (otherwise, you will lose it).

The newly created subtool map will have the polypaint colors AND the material imbedded. Note that the color and material embedded in the texture will have precedence over any polypainting and material embedded in the subtool.

Sven

Edit: re-reading your first question, I think this procedure fixes a problem you don’t have. :rolleyes: so… never mind.

yes, maybe this will be a new feature in Zbrush 4
thanks very much to you all
:+1:

Hi zbrushers,
i just switch 3.1 to 3.5R3, and i really dont like what i found on the Export menu.
i had a Beautiful Charater with a scale of 1 in the export menu set as default, now i load this same Ztool into 3.5R3 and i have a terrific Scale : 88.486237
and worts cause now you can have offset, then i have X :0.000464 Y:0 (wOOOHOOO !so cool this one didnt moved ) and Z: 0.073750
if i dont export my model with this scale and offset exactly like that, i wont have it centered into maya or Max…

can anyone tell me why i have this ?
i want my beautiful scale set to 1 … i dont like random parameter like that

I had the same problem, but after toying with may combinations, this is how I fixed it (I hope I understood the issue correctly, if not, forgive my incorrect advice)

  1. With tool selected, apply a new texture. Go to Tools->TextureMap->New Texture. Click on the box and apply texture of your choice. There CANNOT be an existing material assigned to the tool yet. Leave them default.
  2. With RGB selected (not “M” as previously suggested), go to Tool->Polypaint->Polypaint From Texture.
  3. Now, with “M” selected, choose the material of your choice. Choose Color->FillObject.

That’s how I got it to work for me. Now both the material and the texture map will be cooked onto the tool. Hope this helps.

I have a number of questions, if anyone can help thats great:

  1. i have a texturing model ive polypainted and have a skin material 04 on it.

clothing buttons have other material and shoes other material.

problem is now i have a sphere for an eyeball and ive mapped a texture onto it using uvp and it works fine BUT when i switch to toyplastic or any other material my other tools also do the same so i lose my polypainting! basically all my subtools are using the texture unless i turn the texture off and i cant use fill object cos it is not enabled, please help here if you can?

  1. what is the best material to select to stimulate fabric for clothing?

  2. a model has skin04 applied to face and also clothes, could i separate the cloths by masking and deleting or something for more realism, then apply different material to clothing? could i mask then delete hidden or is there another way?

4)i am going to render out a number of images in zbrush and composite it in photoshop, but i want to know is there a way of rendering out some realistic hair? what package is best to use to get realistic hair?

alot of stuff i know but really wanna do this thing !
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>

Just mentioning that I also get this problem with my materials not ‘sticking’ to the subtools I have filled them with.